Export assets from UE 5.3
Unreal Engine is not made for exporting things out, so its not so easy like in other software.
There is multiple cases that can happens and every time you need diferent solution.
- Export Static mesh
If you want to export just a static mesh you can easily RMB on asset or through file menu at the top export it with world locations.
If the Static mesh is animated in sequence and you want to export with it you have bake transforms trought the mechanic key in sequence panel (all frames setting) and then export - Skeletal Mesh in sequencer
Select the skeletal mesh, click on mechanic key in sequencer tab and bake transforms (all keys option). Then RMB on skeletal mesh. Bake into anim sequence. Open it. RMB on anim sequence in anim tab and export as FBX (be aware , the preview mesh what you will have selected in preview scene, will be exported with the animation). - Blueprint with skeletal mesh
If its just in world map and you want to export it with world location you can do it through File – export selected - Blueprint with skeletal mesh in sequencer
its same like in point 2. the different thing is that you cannot export others meshes from BP at one time, you will have to bake anim sequence for them seperatly and export them out or you will have export just a meshes and connect them after export in maya or blender. - Blueprint without skeletal mesh
Again if its just mesh that is in world map you can do it same way like in point 3. - Blueprint without skeletal mesh in sequencer
This is little bit complicated. I am choosing the way to add some skeletal mesh in BP to be able to bake anim sequence and export it through animation window and then combine it in blender with the others meshes. There is no easy way. - Blueprint with multiple skeletal meshes with different skeletons and naming / In sequencer
This is worst scenario. Is combination of all and i was able to do it just through Maya software bcs of same skeletal princip.
You have to export each mesh of BP. Then import one by one into maya in correct order and everytime renaming the bones to fit and connect with mesh that you will import. After you will have whole BP recreated in maya you have to bake out anim sequence and Update your animation in Maya on source animation. If you want to export Metahuman head you have to copy weights from Head rig to Body rig and his head.